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July 1, 2015
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Updates » Design
Don't Miss: Learning to love handicaps in competitive games 27
by Keith Burgun [06.12.15]
Rubberbanding and randomness can level the playing field in competitive games, but they also cause problems. In this 2013 feature, designer Keith Burgun examines handicaps as a design alternative.
Console/PC, Design

Is your game mystery or suspense? 4
by Gamasutra Community [06.12.15]
"Every game is either mystery or suspense. These are not genres, they’re ways of handling information. Mystery is a search, suspense is a way to execute."
Console/PC, Indie, Design

Perks and pitfalls of part-time game development 8
by Gamasutra Community [06.12.15]
"Whether you’re working a fulltime job with game development as a hobby in the evenings or you’re simply a student like me: the following perks and pitfalls I discovered might be of use to you."
Indie, Design, Production, Business/Marketing

Thoughts on the design of Dark Souls 8
by Gamasutra Community [06.12.15]
"I've wanted to write about Dark Souls for a while - in part because of the strong feelings I have about the game, but mostly because people aren't talking about the things that seem the most prominent to me."
Console/PC, Design

The essence of Splatoon, and what it gets right Exclusive 11
by Christian Nutt [06.12.15]
Gamasutra's Christian Nutt explains what makes Splatoon work -- a peek into the design of a shooter that confounds expectations by breaking genre norms and working all the better for it.
Console/PC, Design, Exclusive

Don't Miss: Carmack, Luckey, Binstock and Abrash debate VR's future 3
by Christian Nutt [06.11.15]
Back in 2014, Oculus' biggest visionaries gathered to discuss -- and debate -- the future of virtual reality technology. This record of their discussion is worth going back to watch.
Console/PC, Programming, Design, Business/Marketing

Overcoming struggles in playtesting 2
by Gamasutra Community [06.11.15]
Three big questions answered: "Here are some of the struggles my developer friends and I have had with playtesting, and how we deal with them."
Console/PC, Indie, Design, Production

Speaking to the dev behind Solomon's Key and other classic Tecmo games 2
by Gamasutra Community [06.11.15]
Replete with original art and comprising multiple interviews with developer Michitaka Tsuruta, this is an in-depth look at 1980s classics from Tecmo, including Solomon's Key and Bomb Jack.
Console/PC, Art, Design, Production, History

Crossover strategies: A player's experiences with our mixed-reality GPS game  
by Gamasutra Community [06.11.15]
"Our game saw several thousand players running the streets of Zurich in a 1.5 hour game of last-man-standing. I decided to interview the winner, Markus Liechti."
Smartphone/Tablet, Design

Reward me, demotivate me 7
by Gamasutra Community [06.11.15]
"Before, I was self-directed, pursuing my own goals, and I came back to the game. With the daily quests, I did come back to the game, but I was only playing for about 15-20 minutes a day."
Smartphone/Tablet, Design

The design of Assassin's Creed: Creating a flow state 2
by Gamasutra Community [06.11.15]
"Ubisoft games have been observed to share a lot of game mechanics. The formula gradually evolved through the years but took its roots in the first open-world title of the company, Assassin's Creed."
Console/PC, Design

Multigenerational mayhem: Exploring Massive Chalice's bloodline system 1
by Bryant Francis [06.11.15]
The goal was to challenge players by adding deaths, marriages, and births to turn-based combat. The resulting system challenges players in a number of other interesting ways as well.
Console/PC, Indie, Design

Don't Miss: How Insomniac made the very first Ratchet & Clank Exclusive  
by Ted Price [06.10.15]
In this classic 2003 postmortem, Insomniac's Ted Price reveals how the very first Ratchet & Clank came together and spawned a multi-platform franchise.
Console/PC, Programming, Design, Production, Exclusive

Introducing Trinity, a game design methodology 6
by Gamasutra Community [06.10.15]
"As a game designer, your job (in a very practical sense) is asking the players questions. The players’ job is to answer those questions using the tools you give them."
Console/PC, Indie, Design

Tightening the world-plot interface: Or, why I am obsessed with conversation models 2
by Gamasutra Community [06.10.15]
Emily Short explores what would really be required to make the mechanics of story become the mechanics of a game.
Console/PC, Smartphone/Tablet, Indie, Design

Why players hate (some) motion controls 2
by Gamasutra Community [06.10.15]
Jamie Madigan explores the psychology of why Wii Sports is fun, but other uses of motion controls get players' hackles up when developers implement them.
Console/PC, Design

Design lessons from The Witcher III 20
by Gamasutra Community [06.10.15]
A post that focuses on "some subtle design decisions which ease user experience throughout the game world" made by CD Projekt RED.
Console/PC, Design

Why Hearthstone could be a game-changer for free-to-play design 17
by Gamasutra Community [06.10.15]
Wooga product lead Ed Biden teases apart what makes Blizzard's Hearthstone so special, from a free-to-play design standpoint -- offering insights crucial to F2P mobile devs, but not just them.
Smartphone/Tablet, Design, Business/Marketing

Video: Deconstructing the successful design of Crossy Road  
by Staff [06.09.15]
At GDC 2015, Crossy Road devs Andy Sum and Matt Hall offer deep insight into their game's production and how the viral hit was developed in just 12 weeks as an experiment in free-to-play game design.
Smartphone/Tablet, Design, Production, Business/Marketing, Video, Vault

GDC Europe: Learn how Epic is openly developing Unreal Tournament  
by Staff [06.09.15]
Come to GDC Europe 2015 this August to hear Epic Games' Jim Brown explain the harsh lessons the storied studio learned while experimenting in open development of Unreal Tournament.
Console/PC, Social/Online, Smartphone/Tablet, Design, Production, Business/Marketing, GDC Europe